Colony Survival is a unique first-person voxel RTS developed by a two-man team. Build your own colony in a voxel world. Command guards, farmers, miners and other colonists. Defend your colony against the horde of monsters that attack every night!

Recent Reviews:

Very Positive
(53)
- 88% of the 53 user reviews in the last 30 days are positive.

All Reviews:

Very Positive
(1,694)
- 84% of the 1,694 user reviews for this game are positive.

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We can think of a nearly infinite list of blocks, jobs and features that we could add to Colony Survival. We'd like to keep working on it for a long time, but we'd also like to hear feedback from players. The basics of the game are ready, so now we'd like to welcome other people to play the game and voice their suggestions!”

Approximately how long will this game be in Early Access?

“The game could be fully and definitively released within a year, but if there is a lot of support we'd like to keep adding new features for a longer period!”

How is the full version planned to differ from the Early Access version?

“We'd like to add news jobs, more blocks, different factions, new monsters and new biomes.

New biomes: cross the ocean to discover a new continent with new content

Science: develop new technologies!

New monsters: stronger, faster and more dangerous!

”

What is the current state of the Early Access version?

“The basics of the game are done. Multiplayer is functional. You can start a colony and recruit farmers, miners, guards, smelters, bakers, crafters and foresters. At night, monsters attack your colony. There are multiple biomes, ranging from arctic areas to fertile jungles.
Some helpful but non-essential features like dropping things from your inventory aren't present yet. Colonists don't have a lot of animations.”

Will the game be priced differently during and after Early Access?

“The early access version is discounted compared to the definitive version.”

How are you planning on involving the Community in your development process?

“We'd like to fix all bugs players encounter while playing Colony Survival. We want to add features that are in high demand, and will consider proposals for new content.”

Buy Colony Survival

August 10

Last week, we posted a video of functional multiple colonies. While the basics were done, many jobs and systems like science didn't work yet. Zun spent nearly the entire weekend fixing those issues, and it's done now! All jobs and systems are functional with multiple colonies now. We've made a video to show the changes:

https://youtu.be/iISE1YBYD-QWhile old systems are functional, multiple colonies require many new functions. Naming your colony, trading, travel, producing banners, info on remote colonies, etcetera. But instead of immediately continuing to work on those issues, we've decided to enjoy some variation by working on a different problem: the new world generation.

World Generation

Until now, exploration hasn't been important in Colony Survival, but it will become so in 0.7.0. The non-standard biomes are pretty simple, boring and ugly currently, so that definitely has to be fixed.

We'd like to make the landscape a lot more diverse. Random flowers and plants, rock formations, cliffs, grasslands in the desert and patches of trees in the tundra, etcetera.

The transitions between biomes is very harsh now. I've been thinking of ways to improve it. I realized there's no clear line in Finland separating taiga from tundra. Nor does the desert in the west of the US appear suddenly. There's a gradual transition that looks roughly like this: No vegetation (snow/sand) -> grassland -> shrubland -> some trees -> forest

This doesn't mean the world will be a simple monotonous transition from grass to forests either. IRL, there are patches of sand in the middle of fertile Europe, and there are patches of green in the middle of the desert. I'd like biomes in Colony Survival to be like that as well.

When sharing these conclusions with Zun, he responded that he had already come up with similar ideas independently. He'd like to generate some underlying statics like temperature and humidity, and to pick a relevant biome based on that info. This should make the world both interesting and realistic! We hope to be able to show you some of the first experiments with the new world generation next week. A fastforwarded flythrough of the old world can be seen in the video above.

First Complete Texturepack!

There have been people in the past who've redone some textures, and others who've made new textures for mods. As far as we know, there is nobody who has redone all the textures in the game. Until now! Pyris-tt has made the SummerTales texturepack. It's used in all the screenshots in this blog, and the middle part of the video. It's beautiful! He's also made new icons for nearly all the items, and they improve a lot on the default icons. Thanks Pyris-tt!

In related news, Pandaros has expanded the team working on the Settlers Mod. The team now includes Pandaros himself, Pyris-tt, Kenovis and Servius. They've got many exciting ideas, and they're also planning to use the upcoming multiple colonies and happiness features. We can't wait to see what they'll produce!

August 3

We recently had some relatively boring and frustrating weeks. A lot of things changed behind the scenes, but there was barely any visible progress. Those weeks of work finally paid off! We've got a new internal development branch with new features. It's far from perfect, but it's now possible to start multiple colonies in singleplayer! Here's the video:

https://youtu.be/lh0bQ37JBE8It's a lot of work to "port" features so that they work with multiple colonies. Step by step, we're adding jobs and mechanics back into the game. For example, area jobs and science are still broken and require attention. It takes time, but 'multiple colonies' is a mechanic with a lot of potential and we're looking forward to testing it more extensively!

The consequences of multiple colonies and happiness

We mainly wanted to add the multiple colonies mechanic so people could start new colonies in different and far-off lands. Now that multiple colonies are in-game, we realized it's quite fun to start new colonies relatively close to your first one.

If the happiness mechanic works the same for your second and third colony as it does for your first one, it becomes even more desirable to start new colonies nearby instead of expanding your first one. Why recruit colonist #400 in your first colony, who will require coffee, tea, chocolate and more, while colonist #50 in your third colony will be happy with only a new shirt once in a while?

It's actually pretty good if people are motivated to build new colonies. On the other hand, it's frustrating if the optimal way of playing the game requires you to start lots of highly similar small outposts. We'll have to find a way to balance it. One way of doing this would be to make productivity research apply only in the colony it was researched in, instead of globally. Another way is to make trading relatively expensive. Anyhow, it'll be hard to balance, and we'll require a lot of testers once these features are fleshed out a bit more :)

A new idea for icons

"Drawing" 3D models and textures for a game is very different from "normal" drawing. A computer can take multiple relatively simple objects and textures (normal maps, height maps), apply a fancy lighting system and make it look pretty great. With the right settings, of course.

"Normal" drawing lacks those luxuries. The shadows, the reflections, everything has to be done by the artist. It's a lot harder.

Blocks in Colony Survival benefit from those fancy lighting systems. To make an icon, I just screenshot a block and crop out the block, and it will look relatively decent. A couple of months ago, we updated a couple of icons. For example, the bed had a terrible hand drawn icon, and now it's a screenshot of an in-game bed. It looks a lot better.

But I can't do that with a lot of other items. Science bags, bread and wheat seeds lack an in-game 3D item. I can't screenshot them, so they've got hand drawn icons and a decent amount of them is terrible.

With the happiness mechanics and the new world in 0.7.0, we're going to have a lot of new items without in-game 3D models. Cacao, chocolate, sugar, cups of tea and coffee, etcetera. Instead of expanding our repertoire of terrible hand drawn icons, we believe it's a good idea to start updating our old icons, and to replace them with rendered icons. Make a simple 3D model that will not be used in-game, and render it in software like Blender. I've been experimenting with it this week, and I'm quite happy with the results. One of the results is the image at the start of this Friday Blog :)

About This Game

Dynamic 3D Pathfinding

Both colonists and monsters can find their way in your world. Build bridges, tunnels, stairs, overpasses and underpasses to make sure your colonists get where they want to go, and monsters don't! Plant a banner to start your colony. As you recruit more colonists, more monsters will try to invade your colony! Build walls, dig moats and construct forts to deal with the increasing threat.

Dozens of different jobs, unlockable with science

Use an extensive science system to unlock jobs, blocks, upgrades and new weapons! Your colony will start small, with a couple of berry farmers, slingers and a copper miner. Expand your colony and start using new metals like bronze, iron and steel. Producing them will require new fuels like charcoal and cokes. Use more advanced metals to unlock crossbows and matchlock guns for your guards! Add wheat farmers, bakers, flax farmers, tailors and many other jobs to your colony.

Regular updates

We regularly release fixes, improvements, tweaks and content updates. Here's a small example:

June 1, 0.1.0.

June 16, 0.1.15. Public release. Contained countless tweaks and fixes and small content updates like clay and bricks.

June 22, 0.2.0. Contained among other things berry farmers and grinders.

Colony Survival contains everything you'd hope to find in a game -except for proper animations.

Translations: fans from all over the world have translated the game into their native language. Play the game in German, Japanese, Russian, Chinese, Spanish, French or any other of the many supported languages!

Cheats: bored of playing the way it's intended? Use cheats to quickly recruit more colonists, spawn blocks and unlock research.

Detailed graphics settings: don't like bloom or depth of field? Want to adjust the FOV? Change it quickly in the graphics menu.

Game settings: turn off monsters if you want to build in peace. Or allow them to spawn during the day for a difficult challenge!

Mods: we've developed the game to be as moddable as possible, and we're in close contact with mod developers to help them create awesome mods.

Advanced server tool: every player can use our intuitive server tool to host a private server for friends, or a public server for the entire community.

Transparent development: we explain what we're working on and why every Friday in a detailed blog. We're continuously trying to figure out what the community would like to see tweaked and added next by being active on the Steam Forums and the official Discord.

System Requirements

Windows

Mac OS X

SteamOS + Linux

Minimum:

OS: Windows Vista SP1 & newer, 64-bit

Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent

Memory: 2 GB RAM

Graphics: Intel HD Graphics 5000, 1280x720 display

DirectX: Version 11

Storage: 300 MB available space

Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar

Recommended:

OS: Windows 7 SP1 & newer, 64-bit

Processor: Intel i5-2300 (2.8 GHz quad core) or equivalent

Memory: 4 GB RAM

Graphics: Nvidia GTX 750 or equivalent, 2 GB VRAM, 1920x1080 display

DirectX: Version 11

Network: Broadband Internet connection

Storage: 1 GB available space

Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar

Minimum:

OS: OS X 10.11+

Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent

Memory: 2 GB RAM

Graphics: Intel HD Graphics 5000, 1280x720 display

Storage: 300 MB available space

Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar

Recommended:

OS: OS X 10.12+

Processor: Intel i5-2300 (2.8 GHz quad core) or equivalent

Memory: 4 GB RAM

Graphics: Nvidia GTX 750 or equivalent, 2 GB VRAM, 1920x1080 display

Network: Broadband Internet connection

Storage: 1 GB available space

Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar

Minimum:

OS: Ubuntu 12.04+, SteamOS+; 64-bit

Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent

Memory: 2 GB RAM

Graphics: Intel HD Graphics 5000, 1280x720 display

Storage: 300 MB available space

Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar